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SquirrelTM 最近的评测

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总时数 3.3 小时
Amusing little game, does as advertised. If I had to describe it, I'd say think of somewhere in between Fester's Quest and a more purely 80s arcade game where you complete a level, then the next one has the colors changed and some new enemies. As it was meant to be a little nostalgia project, I don't imagine it'll see any changes outside that scope, but there's a good core here.

The bar layouts change in each level(lol @ DIE barrels), but it could be expanded on. More secret rooms(I did find that 1up room), maybe even secret levels or branch levels(i.e. go in the toilet, end up in a sewer section as an alternate route out the back door, or even something like "Tuesday: 2am" that introduces the puke puddle enemies sooner that can be accessed as a dangerous bonus round between days.

Most things aside from the key seemed to just be for score; while serious scoring wasn't the intent, it'd probably be better to make those floor pickups one time things(and lend more reason to have secret areas that might have better stuff). The HUD should probably display whether or not you have the key(cheat and make it a changed background tile so you don't eat an extra sprite for it). It's also sort of confusing(in an extremely vague way) that you need the key to get through the door, then find another locked door at the end(general NES era logic would make you think you needed a second). Further uses for some items, for unlocking paths, could be looked into.

The weapon is basic and follows the old theme of limited shots on the screen, but it is pretty funny beating rats to death with empty beer bottles. Powerups, maybe, limited by shots or time? You could even use those floor pickups as currency to buy them. Temporary speed-up, ice cold bottles that slow an enemy hit for a couple seconds if it doesn't die outright, and shots that can go through walls come to mind as obvious choices.

One particular bug I noticed, something to do with loading background tiles. Sometimes you get an incorrect tile drawn, which doesn't impact anything but does make it look like there might be something special there(though it would be funny if it drew over a cracked tile and you went to go see if there was something neat).

I didn't notice what separated the fire bats from the normal ones, but I did halfway expect them to split up into those mini fireballs when they died. I'm glad they didn't, when I panic-bottled the first one I saw that immediately flew close to me. XD

And last but certainly not least: That was Buttercat, wasn't it?
发布于 4 月 6 日。 最后编辑于 4 月 7 日。
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总时数 66.9 小时 (评测时 12.4 小时)
100% poke
100% toad
200% fairies
300% smug

A fascinating take on switch-flipping puzzle games that requires varied abilities. It not only incorporates positioning and timing, but said timing comes in the form of you triggering toad crash-outs and having to dodge their attacks until you can either give them their satisfaction or lock them up behind an obstacle. The animations of the fairies and toads are highly detailed, numerous, and react to the situation at hand(even bystanders will notice what you're doing). Everything takes a humours bent, and the first time you encounter mechanics you'll generally learn what they do by getting yeeted.

Poke ALL Toads shows a good example of "the dev thought of everything", mostly in the form of preventing you from brute-forcing solutions. When you go for the flag and any angry toad has a clear line of sight on you, the level exit progress bar goes much slower than usual, ensuring you get whacked(so no dodge and grab). Tiles are clearly isolated as well, no trying to be sneaky and stand on two spaces, or attempting to edge close enough to get you in range for something else to bypass part of the puzzle. Even certain actions have additional animations that only trigger if you go out of your way to prevent them from completing.

Extra bonus point for different fairies having their own sound effects, both when making their own actions or being acted on. Everything about this game goes out of its way to be charming.
发布于 3 月 22 日。
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总时数 19.8 小时 (评测时 17.1 小时)
Though the action is of the 2D platforming variety, the best way I can describe this game is if Adventure of Lolo was an angry drunk, and it looked like a goat wearing a wifebleater. Luckily you can work out all that aggression by butting heads with the baad guys, and will find the game makes you think on your feet so much it's never a Boer.
发布于 2016 年 7 月 12 日。
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有 3 人觉得这篇评测有价值
总时数 33.2 小时 (评测时 26.8 小时)
It's been a long time since I can say I've played a game that truly had something new to offer me, and longer still since I've played something that perfectly blends all its parts. The combat is unique and fun, using a combination of the popular timed hits mechanic found in some older RPGs and a miniature SHMUP arena where your ability to avoid damage is based purely on you actually avoiding the attacks. Said attacks come in a variety of patterns, with bosses especially having wildly different styles of trying to do you in(each with their own kick-ass boss themes to boot). That's not even the most intriguing part, however. Combat in Undertale can be completed non-violently, and if you choose to walk the path of a pacifist, battles change from a slugfest to small puzzles where you have to figure out what makes each type of monster tick, how to get inside their heads, and convince them not to rip your face off and fry it with mushrooms.

That alone would make Undertale a lot more interesting than other entries in the genre, but where the game really shines is the way it takes everything you do into account, and finds ways to have it affect what will come later. Where most games with choices amount to "Here, pick one of three options depending on whether the angel or the demon on your shoulder is drunkenly screaming the loudest." that give different dialogue and maybe one NPC saying something different, in Undertale whatever you do(or don't do) WILL come back to haunt you. The game even escapes outside its box, ready to throw a net over your head just when you think you're being clever and have worked the system. This also comes with the side-effect of giving the game a wide degree of replayability, as you try different things to see what will change.

In accordance with so many variables following you like a pack of rabid squirrels after the peanuts in your pocket, the dialogue of the various characters becomes wildly divergent depending on your actions, sometimes even changing depending on the order you did things. They're a quirky bunch, and a great deal of humor can be found in their mannerisms. The thorough player will even find a lot of hidden gags if they're determined to go off the beaten path or try and dodge the game's expectations. Unlike pretty much any game I can think of, virtually all of them are likable on some level too, from goatmom extraordinaire Toriel to the chronically depressed ghost, Napstablook.

I've played hundreds of games over the years, and while I can't really nail down definitive top-whatever lists anymore because I like too many too much, I have no trouble stating that Undertale is one of the best I've ever played. If you skip it without even trying it(there's a demo available!), as far as I'm concerned you may as well be hitting yourself in the junk with a croquet mallet and trying to give people walking by staring at you a thumbs-up through the tears.

As one additional note, I'm not the kind of person that give's a rat's ass about spoilers, but with Undertale I specifically recommend you avoid them before playing. It won't kill your enjoyment to know what's going on, but holy hell the ride gets crazy if you don't.
发布于 2015 年 9 月 26 日。 最后编辑于 2015 年 9 月 26 日。
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总时数 0.0 小时
This r teh game war u blow teh things up. Small Child "CAPTIN FOOTBALLHELMET" is herro 4 galxy nd he shots lazors. Lazors don't stop the swallowing fish from SMB3 though so look our 4 it. He isn' t a robot eitehr like everything else. Gaem presented in ULTRA-HI-BIT EVGA grafics. I particularly liek teh whit n magnetas tones.
发布于 2011 年 12 月 28 日。
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